Quote Originally Posted by nevendd View Post
What he is trying to suggest is cascading proc effect

You see in the gif how you're only hitting 3 enemies? (1 enemy is out of range and the other ran outside your range during proc... LOL )

What's suggested is the proc should jump from one enemy to another , untill the final 7 "jumps" are complete. This would make it much more substantial!

The logic for jumps is that the range of possible enemies is getting expanded with every new enemy you apply proc to. Kinda like this:
1. First game checks if there's enemies around player in a given range and appies the proc to them in the highest priority
2. If there's no more enemies around the user evaluate nearby mobs which already have proc applied to them , if there's enemies close to them apply the proc to them as well (Same exact radius that the user has)

This is a rly good suggestion! Something we haven't seen so far and it would rly help us high ping users soooo much!
I see. We're not going to have the proc cascade to adjacent targets for this one.

Hit the targets in the range / cone of attack and you'll make the best use of the weapon.

We'll consider some sort of 'chained proc' for something in the future - but no promises ;-)